mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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1bd6ac028b
- Added a PickupMessage property to the internal actor parser, replaced most of the virtual PickupMessages with it and placed the code that reads the metadata into AInventory::PickupMessage. Now the PickupMessage method is truly virtual and I can do: Added a Health.LowMessage property to define double message items like Doom's medikit in DECORATE. - Since defining Mana3 as an ammo type and then overriding the TryPickup method means that this item defeats all ammo checks in the game it might as well be defined as a CustomInventory item. At least this fixes the amount given in easy and very hard skills. - Converted all ammo items to DECORATE. - Changed internal property setting of ammo types and sister weapons to use fuglyname as for DECORATE definitions. This allows to export the ammo definitions into DECORATE definitions without doing it for the weapons themselves. - Replaced obituary methods with actor properties. - Fixed: The secret map check didn't work for maps inside Zips. SVN r196 (trunk)
286 lines
8.6 KiB
C++
286 lines
8.6 KiB
C++
#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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const fixed_t HAMMER_RANGE = MELEERANGE+MELEERANGE/2;
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static FRandom pr_atk ("FHammerAtk");
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extern void AdjustPlayerAngle (AActor *pmo);
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void A_FHammerAttack (AActor *actor);
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void A_FHammerThrow (AActor *actor);
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void A_HammerSound (AActor *);
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void A_BeAdditive (AActor *);
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// The Fighter's Hammer -----------------------------------------------------
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class AFWeapHammer : public AFighterWeapon
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{
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DECLARE_ACTOR (AFWeapHammer, AFighterWeapon)
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};
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FState AFWeapHammer::States[] =
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{
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#define S_HAMM 0
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S_NORMAL (WFHM, 'A', -1, NULL , NULL),
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#define S_FHAMMERREADY (S_HAMM+1)
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S_NORMAL (FHMR, 'A', 1, A_WeaponReady , &States[S_FHAMMERREADY]),
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#define S_FHAMMERDOWN (S_FHAMMERREADY+1)
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S_NORMAL (FHMR, 'A', 1, A_Lower , &States[S_FHAMMERDOWN]),
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#define S_FHAMMERUP (S_FHAMMERDOWN+1)
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S_NORMAL (FHMR, 'A', 1, A_Raise , &States[S_FHAMMERUP]),
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#define S_FHAMMERATK (S_FHAMMERUP+1)
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S_NORMAL2 (FHMR, 'B', 6, NULL , &States[S_FHAMMERATK+1], 5, 0),
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S_NORMAL2 (FHMR, 'C', 3, A_FHammerAttack , &States[S_FHAMMERATK+2], 5, 0),
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S_NORMAL2 (FHMR, 'D', 3, NULL , &States[S_FHAMMERATK+3], 5, 0),
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S_NORMAL2 (FHMR, 'E', 2, NULL , &States[S_FHAMMERATK+4], 5, 0),
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S_NORMAL2 (FHMR, 'E', 10, A_FHammerThrow , &States[S_FHAMMERATK+5], 5, 150),
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S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+6], 0, 60),
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S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+7], 0, 55),
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S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+8], 0, 50),
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S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+9], 0, 45),
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S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+10], 0, 40),
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S_NORMAL2 (FHMR, 'A', 1, NULL , &States[S_FHAMMERATK+11], 0, 35),
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S_NORMAL (FHMR, 'A', 1, NULL , &States[S_FHAMMERREADY]),
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};
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IMPLEMENT_ACTOR (AFWeapHammer, Hexen, 123, 28)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags5 (MF5_BLOODSPLATTER)
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PROP_SpawnState (S_HAMM)
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PROP_Weapon_SelectionOrder (900)
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PROP_Weapon_Flags (WIF_AMMO_OPTIONAL|WIF_BOT_MELEE)
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PROP_Weapon_AmmoUse1 (3)
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PROP_Weapon_AmmoGive1 (25)
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PROP_Weapon_UpState (S_FHAMMERUP)
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PROP_Weapon_DownState (S_FHAMMERDOWN)
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PROP_Weapon_ReadyState (S_FHAMMERREADY)
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PROP_Weapon_AtkState (S_FHAMMERATK)
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PROP_Weapon_HoldAtkState (S_FHAMMERATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (0-10)
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PROP_Weapon_MoveCombatDist (22000000)
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PROP_Weapon_AmmoType1 ("Mana2")
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PROP_Weapon_ProjectileType ("HammerMissile")
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PROP_Inventory_PickupMessage("$TXT_WEAPON_F3")
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END_DEFAULTS
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// Hammer Missile -----------------------------------------------------------
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class AHammerMissile : public AActor
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{
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DECLARE_ACTOR (AHammerMissile, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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};
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FState AHammerMissile::States[] =
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{
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#define S_HAMMER_MISSILE_1 0
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S_BRIGHT (FHFX, 'A', 2, NULL , &States[S_HAMMER_MISSILE_1+1]),
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S_BRIGHT (FHFX, 'B', 2, A_HammerSound , &States[S_HAMMER_MISSILE_1+2]),
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S_BRIGHT (FHFX, 'C', 2, NULL , &States[S_HAMMER_MISSILE_1+3]),
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S_BRIGHT (FHFX, 'D', 2, NULL , &States[S_HAMMER_MISSILE_1+4]),
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S_BRIGHT (FHFX, 'E', 2, NULL , &States[S_HAMMER_MISSILE_1+5]),
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S_BRIGHT (FHFX, 'F', 2, NULL , &States[S_HAMMER_MISSILE_1+6]),
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S_BRIGHT (FHFX, 'G', 2, NULL , &States[S_HAMMER_MISSILE_1+7]),
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S_BRIGHT (FHFX, 'H', 2, NULL , &States[S_HAMMER_MISSILE_1]),
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#define S_HAMMER_MISSILE_X1 (S_HAMMER_MISSILE_1+8)
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S_BRIGHT (FHFX, 'I', 3, A_BeAdditive , &States[S_HAMMER_MISSILE_X1+1]),
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S_BRIGHT (FHFX, 'J', 3, NULL , &States[S_HAMMER_MISSILE_X1+2]),
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S_BRIGHT (FHFX, 'K', 3, A_Explode , &States[S_HAMMER_MISSILE_X1+3]),
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S_BRIGHT (FHFX, 'L', 3, NULL , &States[S_HAMMER_MISSILE_X1+4]),
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S_BRIGHT (FHFX, 'M', 3, NULL , &States[S_HAMMER_MISSILE_X1+5]),
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S_NORMAL (FHFX, 'N', 3, NULL , &States[S_HAMMER_MISSILE_X1+6]),
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S_BRIGHT (FHFX, 'O', 3, NULL , &States[S_HAMMER_MISSILE_X1+7]),
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S_BRIGHT (FHFX, 'P', 3, NULL , &States[S_HAMMER_MISSILE_X1+8]),
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S_BRIGHT (FHFX, 'Q', 3, NULL , &States[S_HAMMER_MISSILE_X1+9]),
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S_BRIGHT (FHFX, 'R', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AHammerMissile, Hexen, -1, 0)
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PROP_SpeedFixed (25)
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PROP_RadiusFixed (14)
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PROP_HeightFixed (20)
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PROP_Damage (10)
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PROP_DamageType (MOD_FIRE)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
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PROP_SpawnState (S_HAMMER_MISSILE_1)
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PROP_DeathState (S_HAMMER_MISSILE_X1)
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PROP_DeathSound ("FighterHammerExplode")
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END_DEFAULTS
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void AHammerMissile::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = 128;
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hurtSource = false;
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}
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// Hammer Puff (also used by fist) ------------------------------------------
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FState AHammerPuff::States[] =
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{
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S_NORMAL (FHFX, 'S', 4, NULL , &States[1]),
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S_NORMAL (FHFX, 'T', 4, NULL , &States[2]),
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S_NORMAL (FHFX, 'U', 4, NULL , &States[3]),
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S_NORMAL (FHFX, 'V', 4, NULL , &States[4]),
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S_NORMAL (FHFX, 'W', 4, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AHammerPuff, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags3 (MF3_PUFFONACTORS)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (0)
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PROP_SeeSound ("FighterHammerHitThing")
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PROP_AttackSound ("FighterHammerHitWall")
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PROP_ActiveSound ("FighterHammerMiss")
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END_DEFAULTS
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void AHammerPuff::BeginPlay ()
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{
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Super::BeginPlay ();
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momz = FRACUNIT*8/10;
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}
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//============================================================================
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//
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// A_FHammerAttack
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//
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//============================================================================
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void A_FHammerAttack (AActor *actor)
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{
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angle_t angle;
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int damage;
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fixed_t power;
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int slope;
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int i;
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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AActor *pmo=player->mo;
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damage = 60+(pr_atk()&63);
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power = 10*FRACUNIT;
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for (i = 0; i < 16; i++)
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{
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angle = pmo->angle + i*(ANG45/32);
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE);
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if (linetarget)
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{
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P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff));
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AdjustPlayerAngle(pmo);
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if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
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{
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P_ThrustMobj (linetarget, angle, power);
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}
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pmo->special1 = false; // Don't throw a hammer
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goto hammerdone;
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}
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angle = pmo->angle-i*(ANG45/32);
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slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE);
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if(linetarget)
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{
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P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff));
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AdjustPlayerAngle(pmo);
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if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
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{
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P_ThrustMobj(linetarget, angle, power);
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}
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pmo->special1 = false; // Don't throw a hammer
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goto hammerdone;
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}
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}
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// didn't find any targets in meleerange, so set to throw out a hammer
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PuffSpawned = NULL;
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angle = pmo->angle;
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE);
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P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, MOD_HIT, RUNTIME_CLASS(AHammerPuff));
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if (PuffSpawned)
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{
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pmo->special1 = false;
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}
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else
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{
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pmo->special1 = true;
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}
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hammerdone:
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// Don't spawn a hammer if the player doesn't have enough mana
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if (player->ReadyWeapon == NULL ||
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!player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire ?
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AWeapon::AltFire : AWeapon::PrimaryFire, false, true))
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{
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pmo->special1 = false;
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}
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return;
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}
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//============================================================================
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//
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// A_FHammerThrow
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//
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//============================================================================
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void A_FHammerThrow (AActor *actor)
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{
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AActor *mo;
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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if (!player->mo->special1)
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{
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return;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, false))
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return;
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}
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mo = P_SpawnPlayerMissile (player->mo, RUNTIME_CLASS(AHammerMissile));
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if (mo)
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{
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mo->special1 = 0;
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}
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}
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//============================================================================
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//
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// A_HammerSound
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//
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//============================================================================
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void A_HammerSound (AActor *actor)
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{
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S_Sound (actor, CHAN_BODY, "FighterHammerContinuous", 1, ATTN_NORM);
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}
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